Screenshots:
(screenshots for livehouse, thevillage, and hauntedbayou not included since they look relatively the same)

zs_forestofthedamned_2010

cs_bulletheory

Changelog:

zs_livehouse_final from zs_livehouse:

removed the smg crate

stopped the func_door_rotatings from killing everyone, made them all non-collide

fixed ambient sounds not working

fixed some broken triggers

raise the volume of some sounds

patched a potential exploit

other aesthetical tweaks here and there

zs_thevillage_final_opt from zs_thevillage_final:

placed the world brushes on grid so that the map could be optimised with hint brushes

set prop fade distances for the interior props to increase framerate

removed the pointless fog

round ends immediately after the 5th wave is over (I did this rather than add 2 health chargers)

zs_hauntedbayou_final from zs_hauntedbayou

removed the zombie spawns between the bridges

removed the logic wave entity that was making the ammo crate vanish (ammo crate still exists)

added a playerclip on the roofs to prevent exploiting

changed water damage model. it is now a filtered waterydeath brush

made the lamps mobile to greatly improve gameplay (this does come at the expense of lights looking weird as they remain stationary but humans could break them anyway regardless of whether they were frozen or not since all prop_physics in ZS are now breakable)

Screenshots:
(screenshots for livehouse, thevillage, and hauntedbayou not included since they look relatively the same)

zs_forestofthedamned_2010

cs_bulletheory

Changelog:

zs_livehouse_final from zs_livehouse:

removed the smg crate

stopped the func_door_rotatings from killing everyone, made them all non-collide

fixed ambient sounds not working

fixed some broken triggers

raise the volume of some sounds

patched a potential exploit

other aesthetical tweaks here and there

zs_thevillage_final_opt from zs_thevillage_final:

placed the world brushes on grid so that the map could be optimised with hint brushes

set prop fade distances for the interior props to increase framerate

removed the pointless fog

round ends immediately after the 5th wave is over (I did this rather than add 2 health chargers)

zs_hauntedbayou_final from zs_hauntedbayou

removed the zombie spawns between the bridges

removed the logic wave entity that was making the ammo crate vanish (ammo crate still exists)

added a playerclip on the roofs to prevent exploiting

changed water damage model. it is now a filtered waterydeath brush

made the lamps mobile to greatly improve gameplay (this does come at the expense of lights looking weird as they remain stationary but humans could break them anyway regardless of whether they were frozen or not since all prop_physics in ZS are now breakable)